![]()
About Simo Häyhäracial traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the sure-footed racial trait. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
class features:
Class Skills
Remove the following rogue class skills from the wilderness rogue's class skill list: Appraise, Diplomacy, Decipher Script, Forgery, and Gather Information. Add the following skills to the wilderness rogue's class skill list: Handle Animal, Knowledge (geography), Knowledge (nature), Ride, and Survival. Class Features The wilderness rogue has all the standard rogue class features, except as noted below.
Add woodland stride (as the 7th-level ranger ability), camouflage (as the 13th-level ranger ability) and hide in plain sight (as the 17th-level ranger ability, requires the rogue to already have the camouflage ability) to the list of special abilities that can be chosen by the wilderness rogue. Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding. Deadly Range (Ex): At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd. This ability replaces trap sense. traits:
indomitable faith (+1 trait bonus on Will saves)
freedom fighter (+1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage) feats:
lvl 1 skill focus stealth
lvl 3 crossbow sniper (half dex to damage, sneak attack 60') rogue talents:
lvl 2 weapon training (weapon focus crossbow) skills:
acrobatics +11 (+3 ranks, +3 class skill, +5 dex) +12 if slavery/capture involved
climb +5 (+3 ranks, +3 class skill, -1 str) +6 if slavery/capture involved disable device +11 (+3 ranks, +3 class skill, +5 dex) +12 if slavery/capture involved escape artist +11 (+3 ranks, +3 class skill, +5 dex) +12 if slavery/capture involved handle animal +5 (+3 ranks, +3 class skill, -1 cha) +6 if slavery/capture involved perception +9 (+3 ranks, +3 class skill, +1 wis, +2 racial) +10 if slavery/capture involved ride +11 (+3 ranks, +3 class skill, +5 dex) +12 if slavery/capture involved stealth +18 (+3 ranks, +3 class skill, +5 dex, +4 size, +3 skill focus) +19 if slavery/capture involved sense motive +7 (+3 ranks, +3 class skill, +1 wis) +8 if slavery/capture involved survival +7 (+3 ranks, +3 class skill, +1 wis) +8 if slavery/capture involved swim +5 (+3 ranks, +3 class skill, -1 str) +6 if slavery/capture involved use magic device +5 (+3 ranks, +3 class skill, -1 cha) +6 if slavery/capture involved saves:
fort +2 (+1 base, +1 racial) ref +9 (+3 base, +5 dex, +1 racial) will +4 (+1 base, +1 wis, +1 trait, +1 racial) (+6 vs fear) HP:
20 lvl 1 8 lvl 2 4 lvl 3 8 offense:
init +5 masterwork crossbow attack +10 (+2 BAB, +1 masterwork, +1 weapon focus, +1 size, +5 dex) +11 if slavery/capture involved damage d6+2 (if within 70' and score sneak attack add 2d6) AC:
20 (+3 studded leather, +5 dex, +1 buckler, +1 size), flatfooted 15, touch 16 background:
Though he doesn't remember it, Simo was born into slavery. His birth mother died soon after and he was adopted by two other slaves, an awakened cheetah with the power of speech that acted as his mother, and an ogre that was his father. When he was still very young, the evil druid/sorcerer/ultimate magus that owned them was killed by a mysterious stranger who released all the slaves. His mother the cheetah, who was very slightly insane, became a prophet of a new religion based around the mysterious stranger. The main tenant of this religion was that the eradication of slavery was the primary goal of any thinking being. As far as Simo could remember his father the ogre never said a word, ever, but did exactly as he was told by Simo's mother. All of Simo's young life was spent in various activities to free slaves and kill slavers. His father taught him to use a crossbow and fire from the shadows while he and his mother engaged in melee. Indoctrinated into his mother's religion, and being ever so slightly insane himself, he is a firm believer in the mysterious stranger. She also impressed upon him that any organized group is probably untrustworthy and wants to keep slaves and that anyone that attacks him would capture him and sell him into bondage if they could. He is more than slightly paranoid and usually believe he is either on the verge of being captured by slavers, or is working against a group that holds slaves. Partially due to her origins, his mother also believed that magic was the source of all sentience, and thus that all magic items contain the potential for intelligence. He will often spend hours trying to commune with any magic items he has, and treats them as people, even if they exhibit no outward signs of intelligence. He also treats all animals as people, and both these ideas were firmly bound up in his mother's teachings. When he was 14 his parents went on a scouting mission they told him would be too dangerous for him. They never returned, and since then he has been wandering on his own, never settling down for long, and doing his part to fight slavery and share his mother's teachings.
Equipment:
masterwork light crossbow 335gp 2lbs light crossbow bolts (10) 1gp .5lbs masterwork studded leather 175gp 10lbs acp0 masterwork buckler 165gp 2.5lbs acp0 Aatu: 150gp
Aatu is a riding dog that Simo found abandoned as a puppy. A fairly typical example of the species, Simo has taught him to bear a rider, use ladders, track a scent, and point out anything he detects by scent that he can't also see. Simo considers Aatu his friend and will react very negatively to anyone who disrespects the dog. Aatu is peaceful and generally does not attack except to defend himself or Simo. Aimo: 2000gp 5lbs
Aimo is Simo's handy haversack. Simo is convinced that if he spends enough time trying to awaken Aimo's mind he will eventually respond. Though he has had no luck yet, Simo treats Aimo as if he were a person. Aimo's contents:
bedroll .1gp 1.25lbs winter blanket .5gp .75lbs bucket .5gp 2lbs 10 candles .1gp -lbs 10 pieces chalk .1gp -lbs crowbar 2gp 5lbs 10 fishhook 1gp -lbs fishing line -gp -lbs 5 flask .15gp 7.5lbs flint and steel 1gp -lbs grappling hook 1gp 4lbs hammer .5gp 2lbs lamp .1sp 1lbs bullseye lantern 12gp 3lbs hooded lantern 7gp 2lbs 10 oil pint flasks 1gp 10lbs mug, clay .02gp 1lbs 10 piton 1gp 5lbs pole, 10' .05gp 8lbs iron pot .8gp 4lbs silk rope 100' 20gp 10lbs 10 sack 1gp 5lbs 2 sewing needle 1gp -lbs shovel 2gp 8lbs 5 signal whistle 4gp -lbs sledge 1gp 10lbs soap 1lb .5gp 1lbs tent 10gp 5lbs 4 waterskin 4gp 4lbs 100 bolts 10gp 5lbs trail rations 10 days 5gp 2.5lbs light crossbow 35gp 2lbs 3 1 oz ink vials 24gp -lbs 3 inkpen .3gp -lbs 10 sheets paper 4gp -lbs 10 sheets parchment 2gp -lbs (152.72gp 109.0lbs) 21gp 2sp 8cp current hp:
Simo 20 Aatu 12 |